public override void Push(int SliceIndex, DrawArguments a) { var Flags = FPinInFlags[SliceIndex]; GL.PushAttrib(AttribMask.EnableBit); foreach (var Flag in Flags) GL.Enable(Flag); }
public void Push(DrawArguments a) { GL.MatrixMode(this.Mode); GL.PushMatrix(); if (this.LoadOrMultiply == LoadOrMultiply.Load) GL.LoadMatrix(ref Matrix); else GL.MultMatrix(ref Matrix); }
public override void Draw(DrawArguments a) { for (int i = 0; i < SpreadMax; i++) { if (FPinInEnabled[i]) if (FPinInState[i] != null) FPinInState[i].Push(a); if (FPinInLayer[i] != null) FPinInLayer[i].Draw(a); if (FPinInEnabled[i]) if (FPinInState[i] != null) FPinInState[i].Pop(); } }
public void Push(DrawArguments a) { GL.MatrixMode(this.Mode); GL.PushMatrix(); Matrix4d Matrix; if (a.Eye == StereoVisibility.Left || a.Eye == StereoVisibility.Both) Matrix = this.Left; else Matrix = this.Right; if (this.LoadOrMultiply == LoadOrMultiply.Load) GL.LoadMatrix(ref Matrix); else GL.MultMatrix(ref Matrix); }
public override void Draw(DrawArguments a) { Matrix4d mat; Color col; for (int i = 0; i < SpreadMax; i++) { if (a.Eye == StereoVisibility.Both || FPinInStereoVisibility[i] == StereoVisibility.Both || a.Eye == FPinInStereoVisibility[i]) { //apply matrix GL.PushMatrix(); mat = UMath.ToGL(FPinInTransform[i]); GL.MultMatrix(ref mat); //apply color col = FPinInColor[i].Color; GL.Color4(col); //apply texture bool textureBound = false; if (FPinInTexture[i] != null) { FPinInTexture[i].Bind(); textureBound = true; } // //draw the slice DrawSlice(i); // // //release texture if (textureBound) FPinInTexture[i].Unbind(); //release matrix GL.PopMatrix(); } } }
public abstract void Push(int SliceIndex, DrawArguments a);
public void Push(DrawArguments a) { Node.Push(SliceIndex, a); }
public virtual void Draw(DrawArguments a) { }
public void Draw(DrawArguments a) { foreach (var Layer in Layers) Layer.Draw(a); }
public override void Draw(DrawArguments a) { if (FLoaded && FIsSetup) { FNodeInstance.Draw(); } }